Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Agent Overkill
Closed For Business For All Mankind
14
|
Posted - 2013.12.17 21:09:00 -
[1] - Quote
Vehicles have waves of opportunity with active modules that need to cool-down and leave vehicles vulnerable. The problem is that vehicles aren't vulnerable for that long and when their HP drops a little, they can retreat easily out of the reach of AV or move fast enough to avoid being shot.
Here's some scenarios that I and others often face:
When someone brings out a swarm launcher and starts shooting at me I could either just sit there and gun them down, then leave for a short while and continue assaulting the enemies.
Go away and not even have to turn on any active modules, sneak up on the AV people and kill them with my mods on that time.
If its a lone forgegunner using rocky terrain to make it hard for me to kill him, I just get as close as I can, exit my vehicle and kill him as he wastes shots shooting my temporarily invincible tank and kill him. Some of them realize that they need to kill me first then my vehicle or steal it, but I'm usually in a heavy suit too and able to kill 2 of em before my vehicle is doomed.
When I'm in my caldari assault dropship, I can just hover near forgunners and take as long as I need to kill them, because of my awesome OP fit, and also retreat for less than 20seconds and continue killing the enemies.
What I'm trying to say is that vehicles aren't vulnerable long enough because their cooldowns aren't that long, swarms travel too slow and one can get out of range quickly, and dodging forgegun shots is easier than ever; thus making vehicles OP compared to the AV. The only practical form of AV are other tanks, especially railgun tanks.
Dedicated Vehicle Specialist. :D
|
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
152
|
Posted - 2013.12.17 21:21:00 -
[2] - Quote
TLDR 30 seconds+is plenty of time to get killed, you must be hit by MLT swarms
recuruit link
5 to 11 mil isk per 100k recuruit
|
Agent Overkill
Closed For Business For All Mankind
14
|
Posted - 2013.12.17 21:31:00 -
[3] - Quote
jerrmy12 kahoalii wrote:TLDR 30 seconds+is plenty of time to get killed, you must be hit by MLT swarms Nope, I get get hit by forgeguns and ADV/Proto swarms.
If you run a fit that haves you vulnerable for 30 seconds, when you get to the point where you need to retreat from AV, you still can drive away out of swarm range easily or fast enough to not take enough hits from forgeguns to hit kill.
Dedicated Vehicle Specialist. :D
|
Kallas Hallytyr
Skullbreakers
179
|
Posted - 2013.12.17 22:05:00 -
[4] - Quote
I will state, before anything else, that I personally feel that the Swarm Launchers have been overly nerfed: I think they should either have significant range with their current damage (to keep Dropships wary) or be more powerful with their short lock-on range.
Agent Overkill wrote:When someone brings out AV and starts shooting at me I could either just sit there and gun them down, then leave for a short while and continue assaulting the enemies.
I am a dropship pilot (Python) but I have tried my hand with some higher end fits using some of the available HAV hulls. As far as face-tanking is concerned, the dropship is not capable of simply standing still and expected to go unscathed and even with the Soma/Sica, it's not reasonable to just sit and soak up repeated Forge Gun rounds without risk. Sure, with my Hardener turned on I can almost certainly soak enough damage to survive one AV user while I still contribute usefully, but if a second AVer comes along, or they turn up the heat in some way I am forced to back off.
Agent Overkill wrote:Go away and not even have to turn on any active modules, sneak up on the AV people and kill them with my mods on that time.
Retreating and sneaking up is definitely possible. But if someone has pulled out AV to deal with a decent pilot, they should be punished for being unobservant. HAVs have a relatively limited number of approaches to objectives or otherwise important locations and while dropships have a substantial manoeuvrability advantage, particularly elevation, they are most definitely vulnerable to an aware AV user.
Agent Overkill wrote:If its a lone forgegunner using rocky terrain to make it hard for me to kill him, I just get as close as I can, exit my vehicle and kill him as he wastes shots shooting my temporarily invincible tank and kill him. Some of them realize that they need to kill me first then my vehicle or steal it, but I'm usually in a heavy suit too and able to kill 2 of em before my vehicle is doomed.
So, your solution to AV is to expose your - relatively - squishy dropsuit and engage in a one-on-one? What if the AVer isn't stupid and has decent sidearm gun-game? What if he had friends hiding and jumps you? You can bring friends too (and more sensible than self exposure) but that doesn't mean you'll kill them first.
And even then, you're now relying on identifying the threat, being able to reach the target and survive their attacks before dealing with them.
Agent Overkill wrote:When I'm in my caldari assault dropship, I can just hover near forgunners and take as long as I need to kill them, because of my awesome OP fit, and also retreat for less than 20seconds and continue killing the enemies.
Disagree. Maybe a triple Hardener fit doesn't have a long downtime before it has a Hardener running again, but with only 1500 shields, it will only take maybe three Forge Gun hits. If you're remaining aloft in a certain area for an extended period, you will give the AVer time to get their eye in and make yourself a greater target to things like the Railgunners - even a Hardened Python will go down to a few Railgun shots. Even then, the force effects of the AV weapons have a pretty powerful impact (pun not intended) on how well a dropship operates offensively.
I cannot remember the number of times I've had my aim spoiled by a Swarm volley or Forge Gun round impacting on the rear end of my dropship, slamming me about. Whilst you might survive, you've got to readjust and reacquire your target, giving the AVer time and enemies more time to evade.
Agent Overkill wrote:[TL;DR version] What I'm trying to say is that active module cooldowns aren't that long enough, swarms travel too slow and one can get out of range quickly, and dodging forgegun shots is easier than ever; thus making vehicles OP compared to the AV. The only practical form of AV are other tanks, especially railgun tanks.
I agree that module cooldowns are somewhat short, even without max skills. I'll agree with the travel time on Swarm missiles, though I'd also prefer other solutions for Swarms first. As far as dodging Forge Gun shots, I don't think that is the issue directly -that's HAVs being insanely fast, which should hopefully be helped by the hotfix on the 18th (tomorrow.) |
Agent Overkill
Closed For Business For All Mankind
14
|
Posted - 2013.12.17 22:53:00 -
[5] - Quote
Kallas Hallytyr wrote:I am a dropship pilot (Python) but I have tried my hand with some higher end fits using some of the available HAV hulls. As far as face-tanking is concerned, the dropship is not capable of simply standing still and expected to go unscathed and even with the Soma/Sica, it's not reasonable to just sit and soak up repeated Forge Gun rounds without risk. Sure, with my Hardener turned on I can almost certainly soak enough damage to survive one AV user while I still contribute usefully, but if a second AVer comes along, or they turn up the heat in some way I am forced to back off. I was not talking about taking hits from other tanks, just forgegunners.
If you 2 hardeners and a shield booster, you can take a few forgegun hits, and when your shields get low, you can activate the 2nd hardener and talk so little damage, that your shields will regen will kick in and be back to full shields. If your shields are really low or have been taken out, you can just use your booster and retreat with full HP and a hardener still active, then make the module go into cooldown under good cover.
If you have 3 harderners, you can just active the 2nd one when your shield hp is halfway and you'll be invincible for a short while. When your 1st hardener goes out, just use your 3rd and continue invincibility. When your 2nd one goes out, you have your 3rd one going and still have full shields. When your 3rd hardener has 10 seconds remaining, retreat until the 1st and 2nd hardeners come back in less than 30seconds.
Kallas Hallytyr wrote: So, your solution to AV is to expose your - relatively - squishy dropsuit and engage in a one-on-one? What if the AVer isn't stupid and has decent sidearm gun-game? What if he had friends hiding and jumps you? You can bring friends too (and more sensible than self exposure) but that doesn't mean you'll kill them first.
And even then, you're now relying on identifying the threat, being able to reach the target and survive their attacks before dealing with them.
I'm in a heavy suit too and have a combat rifle with an advanced SMG. If the sidearm using heavy is too much of a treat for me, or if the he gets backup, I can just go back to my tank. I also usually have squadmates that that far by to support me in that area too when needed.
Kallas Hallytyr wrote: Stuff about AV and hotfix coming soon... I agree with you.
Dedicated Vehicle Specialist. :D
|
Kallas Hallytyr
Skullbreakers
179
|
Posted - 2013.12.17 23:22:00 -
[6] - Quote
Agent Overkill wrote:I was not talking about taking hits from other tanks, just forgegunners.
I didn't actually talk about getting attacked by other tanks, just that going from a balanced-fit Python to a tank-fit Sica/Some I noticed that I still couldn't just expect to sit in the fire.
Agent Overkill wrote:If you 2 hardeners and a shield booster, you can take a few forgegun hits, and when your shields get low, you can activate the 2nd hardener and talk so little damage, that your shields will regen will kick in and be back to full shields. If your shields are really low or have been taken out, you can just use your booster and retreat with full HP and a hardener still active, then make the module go into cooldown under good cover.
I don't know. Maybe I just expect Proto AV, but looking at the Assault Forge Gun (ie, the only worthwhile FG):
Ishukone AFG does 1500 damage. Against a Gunnlogi with 3 Hardeners, you're looking at only 2650 shields which, after hit efficacy and Hardener reduction is still doing 540 damage - a little under 20% damage to that vehicle's primary tank. So even with all High slots filled with Hardeners, you're not looking at a sure thing about surviving. The only thing keeping you going is the 4 second Recharge Delay.
And that's an IAFG without any buff from Proficiency or any damage mods. With Proficiency Five and two Complex Damage Mods it's doing, before efficacy/reduction: 2045.85. With efficacy/reduction that's doing: 736.5 versus Shields 1350.3 versus Armour.
Agent Overkill wrote:If you have 3 harderners, you can just active the 2nd one when your shield hp is halfway and you'll be invincible for a short while. When your 1st hardener goes out, just use your 3rd and continue invincibility. When your 2nd one goes out, you have your 3rd one going and still have full shields. When your 3rd hardener has 10 seconds remaining, retreat until the 1st and 2nd hardeners come back in less than 30seconds.
As above, the only thing keeping the Gunnlogi going is the 4 second Recharge Delay, which means that the Forge Gun loses out once the Gunnlogi begins to recharge.
Agent Overkill wrote:I'm in a heavy suit too and have a combat rifle with an advanced SMG. If the sidearm using heavy is too much of a treat for me, or if the he gets backup, I can just go back to my tank. I also usually have squadmates that that aren't too far away to support me in that area too when needed.
Then we're getting into the depths of theory and variables. One Forge Gunner is likely insufficient to take down a vehicle, primarily due to mobility: the vehicle is almost certainly faster, if less manoeuvrable. |
Agent Overkill
Closed For Business For All Mankind
14
|
Posted - 2013.12.18 01:34:00 -
[7] - Quote
Kallas Hallytyr wrote:I don't know. Maybe I just expect Proto AV, but looking at the Assault Forge Gun (ie, the only worthwhile FG):
Ishukone AFG does 1500 damage. Against a Gunnlogi with 3 Hardeners, you're looking at only 2650 shields which, after hit efficacy and Hardener reduction is still doing 540 damage - a little under 20% damage to that vehicle's primary tank. So even with all High slots filled with Hardeners, you're not looking at a sure thing about surviving. The only thing keeping you going is the 4 second Recharge Delay.
And that's an IAFG without any buff from Proficiency or any damage mods. With Proficiency Five and two Complex Damage Mods it's doing, before efficacy/reduction: 2045.85. With efficacy/reduction that's doing: 736.5 versus Shields 1350.3 versus Armour.
You math is wrong, you should use the Dust Vehicle Fitting Tool to calculate how much resistance you get with 2 shield hardeners active, which is 81% resistance. Based on calculations done in the Dust Infantry Fitting Tool, a proto assault forgegun with 2 complex hvy dmg mods and proficiency Lv5 will do 2286.81 base damage per shot; against a vehicle with 2 shield hardeners will do 390.91 damage per shot. I haven't encountered much enemies using doing that much damage to know if that much damage will stop my shields from regeneration in that circumstance, but its still easy to escape and continue after a short while with the low cooldown times I get with my hardeners and skill bonuses to active module cooldowns.
Also if someone were to shoot me with proto swarms with complex damage mods and prof Lv5, it wouldn't do enough damage per missile to stop my shields from regenerating.
Dedicated Vehicle Specialist. :D
|
Shijima Kuraimaru
WarRavens League of Infamy
438
|
Posted - 2013.12.18 13:20:00 -
[8] - Quote
You're not mentioning that the forge gunner also has to reload after four shots and that they carry a maximum of sixteen shots. I think twenty one with level five ammo capacity skill.
I still can't find tanks on the market. All I see are those HAVs.
|
ReVe-ZePHoS
Paladen Night's
1
|
Posted - 2013.12.18 13:57:00 -
[9] - Quote
I've been a tanker since chromosome and i never thought i would see the day that i would say HAV's are overpowered and AV vice versa, but when myself and driver archedword who are both well known and well feared as tankers and anti-vehicle experts cant take down a soma with proto gear there is a serious problem.
(DRIVER= wyrkomi breach forge gun+2 complex heavy damage mods+wyrkomi packed av grenades, ME='HAYWIRE' wyrkomi swarm launcher+2 light complex damage mods+wyrkomi packed av grenades)(proficeincy 3 respective)
we both hit simultaneously and were hardly able to get through the shields. A militia vehicle should not be able to survive multiple proto av and a standerd should barely be able to escape occasionally with a decent fit. HAV's move far to fast and regen faster then av can deal damage in the first place now. vehicles need to be put back to where they were pre uprising and av needs to be placed only slightly weeker than Pre uprising.
FG=1.6 stats-100dps, av grenades=1.6 stats-100dps, swarm launchers=1.6 stats-range to 150m
WHEN DUST HITS THE FAN I KEEP PUSHING
|
Kallas Hallytyr
Skullbreakers
182
|
Posted - 2013.12.18 14:56:00 -
[10] - Quote
Agent Overkill wrote:You math is wrong, you should use the Dust Vehicle Fitting Tool to calculate how much resistance you get with 2 shield hardeners active, which is 81% resistance.
Well, I was working on a single Hardener being active basis.
Agent Overkill wrote:Based on calculations done in the Dust Infantry Fitting Tool, a proto assault forgegun with 2 complex hvy dmg mods and proficiency Lv5 will do 2286.81 base damage per shot; against a vehicle with 2 shield hardeners will do 390.91 damage per shot.
Incorrect. The Forge Guns were updated in 1.7 and the fitting tool has not been appropriately updated. The link you posted actually states that the tool is relevant up to 1.6.
Agent Overkill wrote:I haven't encountered much enemies with that build to know if that much damage will stop my shields from regeneration in that circumstance, but its still easy to escape and continue after a short while with the low cooldown times I get with my hardeners and skill bonuses to active module cooldowns.
Indeed, while Hardeners are active, especially if two are running, then any kind of AV is going to struggle. At that point you're needing another HAV with a Rail to break through the resistances...but then that's also what the Hardeners are for: a short period of incredbile power.
The main issue is that there are fits that can get around the waves of opportunity. Increasing cooldown lengths and/or limiting Hardener modules would be one way to resolve the issue.
Agent Overkill wrote:Also if someone were to shoot me with proto swarms with complex damage mods and prof Lv5, it wouldn't do enough damage per missile to stop my shields from regenerating.
Indeed. With even a single Shield Hardener, Proto Swarms do not stop my Python's shield regeneration. I think we agreed above that Swarms need a little something. |
|
calisk galern
BurgezzE.T.F Public Disorder.
1557
|
Posted - 2013.12.18 15:32:00 -
[11] - Quote
I need to get my core skills up, 25% more modules and 25% less time with the modules down. |
ReVe-ZePHoS
Paladen Night's
2
|
Posted - 2013.12.18 17:50:00 -
[12] - Quote
I think there should be a cap of how many HAV's can be on the field per team (ex:3 ea) and the prices need to be raised, not excessively, a militia tank should be affordable but not affordable enough that if you happen to lose two-three in a match, you can still go isk positive. That would cause people to use tanks more often, to an extent, however it would no longer be the equivalent of a full enemy team of proto q-sync, and return the battle to the fact that a better skill level and fit is more important than how many sicas/somas you can spam into the match before the enemy team
WHEN DUST HITS THE FAN I KEEP PUSHING
|
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
72
|
Posted - 2013.12.18 22:31:00 -
[13] - Quote
....Well,... er I'm not exactly sure what a "PROFESSIONAL Dropship Pilot" actually IS (if there was such a thing in real life as a Dropship Pilot, then you'd have some sort of reference to go by). But OK, Agent Overkill... I won't try to pull your leg about that.
Kallas and Agent Overkill, you both have put together a great debate about how to further balance the vehicle module and AV stats in the game, but I'd like to propose this thought to you both:
Agent Overkill, you have used an ADS dropship, and described how easy it is for your fit-out to help you linger in the combat zone much longer than what is intended in CCP's "Waves of Opportunity" concept; hence you believe that CCP's construct for the AV and the vehicle modules should be further tuned to achieve CCP's goal. I say NO, it doesn't mean that CCP's construct should be improved--and what you did with your DS was NOT easy. You studied the stats using personal initiative to discover an individual fit-out, while many other pilots beg for CCP charity. Your bird is now a unique adaptation, with and strengths on the map that not everyone else in the DS community is going to be able to "clone". ROCK-On!
Kallas, you have used a home-recipe of Hardeners, and orchestrated-timing when activating them, to get around the "Waves of Opportunity" concept; hence you believe that the Hardeners and similar modules should be "weakened" with longer cooldowns in order to better achieve the CCP-intended way modules should be used. I say NO, it doesn't mean that their intended "Waves" idea should be improved--and you DIDN'T undermine their concept. You used an individually sharp awareness of the module's math, and found you can use it in conjunction with TEMPORAL math, to make a unique strength by "sequencing" the module-use. A substantial chunk of pilots will never be able to keep a picture of that timing in their minds, so their DS will never benefit from that hardener-sequence technique with the same prowess as your DS does. THAT is Cold Beer Time!
Notice in both cases, I don't want to further improve the module construct CCP is creating. I am completely OPPOSED to the "Waves of Opportunity" layout--I don't agree with it at all. (NOOO, CCP, I don't pack this module aboard planning to use it THAT way) But I'm willing to play ball in their construct, so long as I can still see SOME small room to scheme MY OWN adapted innovation of the modules (even if it's counter to "The CCP Way" to use the modules),...
The payoff becomes a vehicle with a UNIQUE value in the game.(..."I don't know what the hell CELESTA did to get 4613 Armour HP on her ship, but it's the reason we definitely need her on our team--hers is the only ship that can get us all the way to the hack point through all that AV!"...)
I'm worried that, if CCP's "Waves" arrangement gets more perfect and bulletproof, any room for the individual achievement I just described and both of you displayed, will be squashed. |
Shijima Kuraimaru
WarRavens League of Infamy
439
|
Posted - 2013.12.19 10:40:00 -
[14] - Quote
CELESTA AUNGM wrote:....Well,... er I'm not exactly sure what a "PROFESSIONAL Dropship Pilot" actually IS ( if there was such a thing in real life as a Dropship Pilot, then you'd have some sort of reference to go by). But OK, Agent Overkill... I won't try to pull your leg about that. Kallas and Agent Overkill, you both have put together a great debate about how to further balance the vehicle module and AV stats in the game, but I'd like to propose this thought to you both: Agent Overkill, you have used an ADS dropship, and described how easy it is for your fit-out to help you linger in the combat zone much longer than what is intended in CCP's "Waves of Opportunity" concept; hence you believe that CCP's construct for the AV and the vehicle modules should be further tuned to achieve CCP's goal. I say NO, it doesn't mean that CCP's construct should be improved--and what you did with your DS was NOT easy. You studied the stats using personal initiative to discover an individual fit-out, while many other pilots beg for CCP charity. Your bird is now a unique adaptation, with and strengths on the map that not everyone else in the DS community is going to be able to "clone". ROCK-On! Kallas, you have used a home-recipe of Hardeners, and orchestrated-timing when activating them, to get around the "Waves of Opportunity" concept; hence you believe that the Hardeners and similar modules should be "weakened" with longer cooldowns in order to better achieve the CCP-intended way modules should be used. I say NO, it doesn't mean that their intended "Waves" idea should be improved--and you DIDN'T undermine their concept. You used an individually sharp awareness of the module's math, and found you can use it in conjunction with TEMPORAL math, to make a unique strength by "sequencing" the module-use. A substantial chunk of pilots will never be able to keep a picture of that timing in their minds, so their DS will never benefit from that hardener-sequence technique with the same prowess as your DS does. THAT is Cold Beer Time! Notice in both cases, I don't want to further improve the module construct CCP is creating. I am completely OPPOSED to the "Waves of Opportunity" layout--I don't agree with it at all. (NOOO, CCP, I don't pack this module aboard planning to use it THAT way!). But I'm willing to play ball in their construct, so long as I can still see SOME small room to scheme MY OWN adapted innovation of the modules (even if it's counter to "The CCP Way" to use the modules),... The reward becomes an individual's vehicle with a UNIQUE value in the game: (...The corp spokesman says, "I don't know what the hell CELESTA did to get 4913 Armour HP on her DS, but it's the reason we definitely need her on our team--hers is the only ship that can get us all the way to the hack point through all that AV!"... ...And CELESTA says, "That's right, BABY--now let's talk dollars"... ) I'm worried that, if CCP's "Waves" arrangement gets more perfect and bulletproof, any room for the individual achievement I just described and both of you displayed, will be squashed.
Though I admire the ability to think outside the box to "surpass" expectations, you're sounding as if you are one of those that believe that Infantry AV should not be a threat to vehicles unless they get really lucky. Either that or you're on the side that says Infantry AV need to be un-nerfed. With the current team size, one cannot rely on numbers.
Infantry AV is no longer the paper to the vehicular rock, and really hasn't been for a while. But now, even more so, Infantry AV has become the smudge of wood pulp that makes no difference on the surface of the looming vehicular boulder.
What I wouldn't give for my forge to have a five hundred meter range again. LOL
I still can't find tanks on the market. All I see are those HAVs.
|
ReVe-ZePHoS
Paladen Night's
2
|
Posted - 2013.12.19 13:55:00 -
[15] - Quote
ReVe-ZePHoS wrote:I've been a tanker since chromosome and i never thought i would see the day that i would say HAV's are overpowered and AV vice versa, but when myself and driver archedword who are both well known and well feared as tankers and anti-vehicle experts cant take down a soma with proto gear there is a serious problem.
(DRIVER= wyrkomi breach forge gun+2 complex heavy damage mods+wyrkomi packed av grenades, ME='HAYWIRE' wyrkomi swarm launcher+2 light complex damage mods+wyrkomi packed av grenades)(proficeincy 3 respective)
we both hit simultaneously and were hardly able to get through the shields. A militia vehicle should not be able to survive multiple proto av and a standerd should barely be able to escape occasionally with a decent fit. HAV's move far to fast and regen faster then av can deal damage in the first place now. vehicles need to be put back to where they were pre uprising and av needs to be placed only slightly weeker than Pre uprising.
FG=1.6 stats-100dps, av grenades=1.6 stats-100dps, swarm launchers=1.6 stats-range to 150m
did almost no one read my post, you all just said exactly what i did only a lot more drawn out, av needs to be more of a threat and not just a nuisance to noobs who decide they want to be invincable in militia tanks, av needs to be rebuffed hard, HAV speed needs to be nerfed hard and be more expensive
i have 30 mil sp in vehicles and im calling bs
WHEN DUST HITS THE FAN I KEEP PUSHING
|
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
72
|
Posted - 2013.12.19 16:30:00 -
[16] - Quote
Shijima Kuraimaru wrote:CELESTA AUNGM wrote:...
I'm worried that, if CCP's "Waves" arrangement gets more perfect and bulletproof, any room for the individual achievement I just described and both of you displayed, will be squashed. Though I admire the ability to think outside the box to "surpass" expectations, you're sounding as if you are one of those that believe that Infantry AV should not be a threat to vehicles unless they get really lucky. Either that or you're on the side that says Infantry AV need to be un-nerfed. With the current team size, one cannot rely on numbers. Infantry AV is no longer the paper to the vehicular rock, and really hasn't been for a while. But now, even more so, Infantry AV has become the smudge of wood pulp that makes no difference on the surface of the looming vehicular boulder. What I wouldn't give for my forge to have a five hundred meter range again. LOL
Oh, no Shijima. My post didn't intend to express any opinion about the AV-versus-Vehicle issues. My point was centered on the subject of "modules" and how a player may use them (for their intended purpose or otherwise) to his INDIVIDUAL gameplay style. Now that you bring up the factor of AV, heck... I hope it can apply in an advantageous way to your AV fit-out too.
I understand the wish (and yes, NEED) to keep a "balance" of technology/weaponry strengths in the matches. If CCP has decided to try the module-use as their tool for balancing, I just don't want them to end up overlooking how the custom-fit-outs and custom stacking of module-use are also the players' tools for creating custom roles, pimping fit-outs, creating new character combat roles, and adapting their vehicles for those roles (something I understand is used in EVE to create entire new professions for players...cool).
Before 1.7 I could pick my vehicle of choice, select from a stack of modules that can support MY style of fighting in the match, and even choose to tweak PG or CPU as may be needed to result in MY OWN slightly personalized module scheme. ....Now that 1.7 is here, I see SOME of that personalized selection restricted...possibly BY ACCIDENT during CCP's pursuit of the "Waves Of Opportunity" strategy to address the (entirely?) separate issue of combat-balancing.
Balance the battlefield, yes. But be careful not to leave players restricted to the same 4 or 5 famous cookie-cutter combat roles that old FPS games consist of. |
ReVe-ZePHoS
Paladen Night's
2
|
Posted - 2013.12.19 18:03:00 -
[17] - Quote
i agree entirely celesta
WHEN DUST HITS THE FAN I KEEP PUSHING
|
Quil Evrything
Triple Terrors
577
|
Posted - 2013.12.19 18:11:00 -
[18] - Quote
I agree, overall.
I DID manage to take down an incubus the other day. It took me 5, maybe 6 hits ...
from a rail tank.
and the pilot was an idiot. he just kept hovering around the same area. If he was a decent pilot, he would have gotten out of there after my initial wave of 3, and I would not have made the kill.
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7530
|
Posted - 2013.12.19 19:37:00 -
[19] - Quote
+1
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
|
Shijima Kuraimaru
WarRavens League of Infamy
441
|
Posted - 2013.12.20 00:06:00 -
[20] - Quote
CELESTA AUNGM wrote:Shijima Kuraimaru wrote:CELESTA AUNGM wrote:...
I'm worried that, if CCP's "Waves" arrangement gets more perfect and bulletproof, any room for the individual achievement I just described and both of you displayed, will be squashed. Though I admire the ability to think outside the box to "surpass" expectations, you're sounding as if you are one of those that believe that Infantry AV should not be a threat to vehicles unless they get really lucky. Either that or you're on the side that says Infantry AV need to be un-nerfed. With the current team size, one cannot rely on numbers. Infantry AV is no longer the paper to the vehicular rock, and really hasn't been for a while. But now, even more so, Infantry AV has become the smudge of wood pulp that makes no difference on the surface of the looming vehicular boulder. What I wouldn't give for my forge to have a five hundred meter range again. LOL Oh, no Shijima. My post didn't intend to express any opinion about the AV-versus-Vehicle issues. My point was centered on the subject of "modules" and how a player may use them (for their intended purpose or otherwise) to his INDIVIDUAL gameplay style. Now that you bring up the factor of AV, heck... I hope it can apply in an advantageous way to your AV fit-out too. I understand the wish (and yes, NEED) to keep a "balance" of technology/weaponry strengths in the matches. If CCP has decided to try the module-use as their tool for balancing, I just don't want them to end up overlooking how the custom-fit-outs and custom stacking of module-use are also the players' tools for creating custom roles, pimping fit-outs, creating new character combat roles, and adapting their vehicles for those roles (something I understand is used in EVE to create entire new professions for players...cool). Before 1.7 I could pick my vehicle of choice, select from a stack of modules that can support MY style of fighting in the match, and even choose to tweak PG or CPU as may be needed to result in MY OWN slightly personalized module scheme. ....Now that 1.7 is here, I see SOME of that personalized selection restricted...possibly BY ACCIDENT during CCP's pursuit of the "Waves Of Opportunity" strategy to address the (entirely?) separate issue of combat-balancing. Balance the battlefield, yes. But be careful not to leave players restricted to the same 4 or 5 famous cookie-cutter combat roles that old FPS games consist of.
This I can completely agree with.
I still can't find tanks on the market. All I see are those HAVs.
|
|
Agent Overkill
Storm Ventures For All Mankind
18
|
Posted - 2013.12.27 03:18:00 -
[21] - Quote
Vehicle hardeners cooldown to fast and I think that if they were lower, it would be a step in the right direction for making vehicles more balanced.
Dedicated Vehicle Specialist. :D
|
ReVe-ZePHoS
Paladen Night's
3
|
Posted - 2014.01.14 00:11:00 -
[22] - Quote
Agent Overkill wrote:Vehicle hardeners cooldown to fast and I think that if they were lower, it would be a step in the right direction for making vehicles more balanced.
Thats why they put in the skill to reduce cooldown time for vehicle modules by up to 25%. However, that cooldown period is so av will actually have a period that the vehicle is "remotely" vulnerable. (only effective av= ASSAULT FG)
WHEN DUST HITS THE FAN I KEEP PUSHING
|
bogeyman m
Learning Coalition College
4
|
Posted - 2014.01.14 22:29:00 -
[23] - Quote
ReVe-ZePHoS wrote:I've been a tanker since chromosome and i never thought i would see the day that i would say HAV's are overpowered and AV vice versa, but when myself and driver archedword who are both well known and well feared as tankers and anti-vehicle experts cant take down a soma with proto gear there is a serious problem.
(DRIVER= wyrkomi breach forge gun+2 complex heavy damage mods+wyrkomi packed av grenades, ME='HAYWIRE' wyrkomi swarm launcher+2 light complex damage mods+wyrkomi packed av grenades)(proficeincy 3 respective)
we both hit simultaneously and were hardly able to get through the shields. A militia vehicle should not be able to survive multiple proto av and a standerd should barely be able to escape occasionally with a decent fit. HAV's move far to fast and regen faster then av can deal damage in the first place now. vehicles need to be put back to where they were pre uprising and av needs to be placed only slightly weeker than Pre uprising.
FG=1.6 stats-100dps, av grenades=1.6 stats-100dps, swarm launchers=1.6 stats-range to 150m
Exactly... And for all us newer/non-proto players, the AV role is a complete waste on time (now with zero incentive to waste even more SP on developing better AV skills)... Time to, basically, start over or find a new game... Brilliant recruitment strategy CCP. |
bogeyman m
Learning Coalition College
4
|
Posted - 2014.01.14 22:54:00 -
[24] - Quote
Shijima Kuraimaru wrote:CELESTA AUNGM wrote:....Well,... er I'm not exactly sure what a "PROFESSIONAL Dropship Pilot" actually IS ( if there was such a thing in real life as a Dropship Pilot, then you'd have some sort of reference to go by). But OK, Agent Overkill... I won't try to pull your leg about that. Kallas and Agent Overkill, you both have put together a great debate about how to further balance the vehicle module and AV stats in the game, but I'd like to propose this thought to you both: Agent Overkill, you have used an ADS dropship, and described how easy it is for your fit-out to help you linger in the combat zone much longer than what is intended in CCP's "Waves of Opportunity" concept; hence you believe that CCP's construct for the AV and the vehicle modules should be further tuned to achieve CCP's goal. I say NO, it doesn't mean that CCP's construct should be improved--and what you did with your DS was NOT easy. You studied the stats using personal initiative to discover an individual fit-out, while many other pilots beg for CCP charity. Your bird is now a unique adaptation, with and strengths on the map that not everyone else in the DS community is going to be able to "clone". ROCK-On! Kallas, you have used a home-recipe of Hardeners, and orchestrated-timing when activating them, to get around the "Waves of Opportunity" concept; hence you believe that the Hardeners and similar modules should be "weakened" with longer cooldowns in order to better achieve the CCP-intended way modules should be used. I say NO, it doesn't mean that their intended "Waves" idea should be improved--and you DIDN'T undermine their concept. You used an individually sharp awareness of the module's math, and found you can use it in conjunction with TEMPORAL math, to make a unique strength by "sequencing" the module-use. A substantial chunk of pilots will never be able to keep a picture of that timing in their minds, so their DS will never benefit from that hardener-sequence technique with the same prowess as your DS does. THAT is Cold Beer Time! Notice in both cases, I don't want to further improve the module construct CCP is creating. I am completely OPPOSED to the "Waves of Opportunity" layout--I don't agree with it at all. (NOOO, CCP, I don't pack this module aboard planning to use it THAT way!). But I'm willing to play ball in their construct, so long as I can still see SOME small room to scheme MY OWN adapted innovation of the modules (even if it's counter to "The CCP Way" to use the modules),... The reward becomes an individual's vehicle with a UNIQUE value in the game: (...The corp spokesman says, "I don't know what the hell CELESTA did to get 4913 Armour HP on her DS, but it's the reason we definitely need her on our team--hers is the only ship that can get us all the way to the hack point through all that AV!"... ...And CELESTA says, "That's right, BABY--now let's talk dollars"... ) I'm worried that, if CCP's "Waves" arrangement gets more perfect and bulletproof, any room for the individual achievement I just described and both of you displayed, will be squashed. Though I admire the ability to think outside the box to "surpass" expectations, you're sounding as if you are one of those that believe that Infantry AV should not be a threat to vehicles unless they get really lucky. Either that or you're on the side that says Infantry AV need to be un-nerfed. With the current team size, one cannot rely on numbers. Infantry AV is no longer the paper to the vehicular rock, and really hasn't been for a while. But now, even more so, Infantry AV has become the smudge of wood pulp that makes no difference on the surface of the looming vehicular boulder. What I wouldn't give for my forge to have a five hundred meter range again. LOL
As an aspiring AVer, I fully agree that one should not (necessarily) be able to solo mid-to-well equipped tanks and derpships. However, we should ALWAYS be a real threat/distraction to be considered (non-proto fits included) - currently, we are not.
There are already enough handicaps inherent in the (non-proto) AV role: only a side arm for self defence, can only see out of the left like of our face, a looong time to earn a kill, no damage considerations for WP/SP, slow travelling missiles, not-so-smart missile guidance, slooow lock times, (now) nerfed damage, (now) seriously nerfed lock distance, (now) nerfed AV grenades and proxy mines, (always?) proxy mine alerts to pilots (nerf or alert, pick one)... How about a little balance CCP? |
ReVe-ZePHoS
Paladen Night's
5
|
Posted - 2014.01.23 23:42:00 -
[25] - Quote
bogeyman m wrote:Shijima Kuraimaru wrote:CELESTA AUNGM wrote:....Well,... er I'm not exactly sure what a "PROFESSIONAL Dropship Pilot" actually IS ( if there was such a thing in real life as a Dropship Pilot, then you'd have some sort of reference to go by). But OK, Agent Overkill... I won't try to pull your leg about that. Kallas and Agent Overkill, you both have put together a great debate about how to further balance the vehicle module and AV stats in the game, but I'd like to propose this thought to you both: Agent Overkill, you have used an ADS dropship, and described how easy it is for your fit-out to help you linger in the combat zone much longer than what is intended in CCP's "Waves of Opportunity" concept; hence you believe that CCP's construct for the AV and the vehicle modules should be further tuned to achieve CCP's goal. I say NO, it doesn't mean that CCP's construct should be improved--and what you did with your DS was NOT easy. You studied the stats using personal initiative to discover an individual fit-out, while many other pilots beg for CCP charity. Your bird is now a unique adaptation, with and strengths on the map that not everyone else in the DS community is going to be able to "clone". ROCK-On! Kallas, you have used a home-recipe of Hardeners, and orchestrated-timing when activating them, to get around the "Waves of Opportunity" concept; hence you believe that the Hardeners and similar modules should be "weakened" with longer cooldowns in order to better achieve the CCP-intended way modules should be used. I say NO, it doesn't mean that their intended "Waves" idea should be improved--and you DIDN'T undermine their concept. You used an individually sharp awareness of the module's math, and found you can use it in conjunction with TEMPORAL math, to make a unique strength by "sequencing" the module-use. A substantial chunk of pilots will never be able to keep a picture of that timing in their minds, so their DS will never benefit from that hardener-sequence technique with the same prowess as your DS does. THAT is Cold Beer Time! Notice in both cases, I don't want to further improve the module construct CCP is creating. I am completely OPPOSED to the "Waves of Opportunity" layout--I don't agree with it at all. (NOOO, CCP, I don't pack this module aboard planning to use it THAT way!). But I'm willing to play ball in their construct, so long as I can still see SOME small room to scheme MY OWN adapted innovation of the modules (even if it's counter to "The CCP Way" to use the modules),... The reward becomes an individual's vehicle with a UNIQUE value in the game: (...The corp spokesman says, "I don't know what the hell CELESTA did to get 4913 Armour HP on her DS, but it's the reason we definitely need her on our team--hers is the only ship that can get us all the way to the hack point through all that AV!"... ...And CELESTA says, "That's right, BABY--now let's talk dollars"... ) I'm worried that, if CCP's "Waves" arrangement gets more perfect and bulletproof, any room for the individual achievement I just described and both of you displayed, will be squashed. Though I admire the ability to think outside the box to "surpass" expectations, you're sounding as if you are one of those that believe that Infantry AV should not be a threat to vehicles unless they get really lucky. Either that or you're on the side that says Infantry AV need to be un-nerfed. With the current team size, one cannot rely on numbers. Infantry AV is no longer the paper to the vehicular rock, and really hasn't been for a while. But now, even more so, Infantry AV has become the smudge of wood pulp that makes no difference on the surface of the looming vehicular boulder. What I wouldn't give for my forge to have a five hundred meter range again. LOL As an aspiring AVer, I fully agree that one should not (necessarily) be able to solo mid-to-well equipped tanks and derpships. However, we should ALWAYS be a real threat/distraction to be considered (non-proto fits included) - currently, we are not. There are already enough handicaps inherent in the (non-proto) AV role: only a side arm for self defence, can only see out of the left like of our face, a looong time to earn a kill, no damage considerations for WP/SP, slow travelling missiles, not-so-smart missile guidance, slooow lock times, (now) nerfed damage, (now) seriously nerfed lock distance, (now) nerfed AV grenades and proxy mines, (always?) proxy mine alerts to pilots (nerf or alert, pick one)... How about a little balance CCP?
honestly the only way a militia av should be able to destroy an enemy vehicle is with a huge tactical advantage such as high ground and clear line of sight, however, advanced av should be a threat to standard and militia vehicles, while proto av should utterly melt them. the same goes for infantry. THAT is why we put so much TIME and ENERGY into skilling up and building our fittings the way we do, not for someone with militia gear running solo to melt us before we even have a chance to turn around (scouts included). Two or three militia, maybe if organized. Heavies 4-5 militia based on lvl
WHEN DUST HITS THE FAN I KEEP PUSHING
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |